add sit state and colors to cat
This commit is contained in:
38
core/ai/agents/cat/ai_cat.gd
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38
core/ai/agents/cat/ai_cat.gd
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@@ -0,0 +1,38 @@
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extends AIBase
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class_name AICat
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@export_group("Cat Colors")
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@export var mesh: MeshInstance3D
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@export var fur_colors: Array[Color] = []
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@export var eye_colors: Array[Color] = []
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@export var fur_material_index: int = 0
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@export var eye_material_index: int = 1
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func _ready() -> void:
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super._ready()
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_apply_random_color()
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func _apply_random_color() -> void:
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if fur_colors.is_empty() or eye_colors.is_empty():
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return
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if not mesh or not mesh.mesh:
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return
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var max_index = min(fur_colors.size(), eye_colors.size())
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var random_idx = randi() % max_index
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_override_material_color(mesh, fur_material_index, fur_colors[random_idx])
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_override_material_color(mesh, eye_material_index, eye_colors[random_idx])
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func _override_material_color(mesh_node: MeshInstance3D, surface_idx: int, color: Color) -> void:
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if surface_idx < 0 or surface_idx >= mesh_node.mesh.get_surface_count():
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return
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var mat = mesh_node.mesh.surface_get_material(surface_idx)
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if mat and mat is StandardMaterial3D:
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var new_mat = mat.duplicate() as StandardMaterial3D
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new_mat.albedo_color = color
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mesh_node.set_surface_override_material(surface_idx, new_mat)
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1
core/ai/agents/cat/ai_cat.gd.uid
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1
core/ai/agents/cat/ai_cat.gd.uid
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@@ -0,0 +1 @@
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uid://cx67xas1hxv3x
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@@ -2,10 +2,18 @@
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[ext_resource type="PackedScene" uid="uid://clx701xdwelgx" path="res://core/ai/agents/base/ai_base.tscn" id="1_85o24"]
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[ext_resource type="Script" uid="uid://d3hy70ec8vqo5" path="res://core/ai/framework/run_animation_state.gd" id="2_6mu8r"]
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[ext_resource type="Script" uid="uid://cx67xas1hxv3x" path="res://core/ai/agents/cat/ai_cat.gd" id="2_cat_script"]
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[ext_resource type="PackedScene" uid="uid://c5rccx22gs6jt" path="res://core/ai/agents/cat/Cat_rig.fbx" id="2_rohxe"]
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[ext_resource type="Script" uid="uid://bngfthvt04ivv" path="res://core/ai/framework/patrol_state.gd" id="3_0jm3k"]
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[ext_resource type="Script" uid="uid://dty1p02kqviwf" path="res://core/ai/framework/sit_state.gd" id="3_scd7t"]
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[node name="AiCat" unique_id=1228675528 node_paths=PackedStringArray("anim_player") instance=ExtResource("1_85o24")]
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[node name="AiCat" unique_id=1228675528 node_paths=PackedStringArray("mesh", "anim_player") instance=ExtResource("1_85o24")]
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script = ExtResource("2_cat_script")
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mesh = NodePath("Cat_rig/Rig_Cat/Skeleton3D/Cat")
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fur_colors = Array[Color]([])
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eye_colors = Array[Color]([])
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fur_material_index = 0
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eye_material_index = 1
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anim_player = NodePath("Cat_rig/AnimationPlayer")
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entity_type = 3
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entity_name = "Cat"
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@@ -17,9 +25,16 @@ initial_state = NodePath("IdleState")
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script = ExtResource("2_6mu8r")
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state_id = &"idle"
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next_state_id = &"patrol"
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random_next_state_ids = Array[StringName]([&"patrol", &"sit"])
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animation_name = "Cat_Idle"
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[node name="PatrolState" type="Node" parent="StateMachine" index="1" unique_id=1861645340]
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[node name="SitState" type="Node" parent="StateMachine" index="1" unique_id=860354787]
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script = ExtResource("3_scd7t")
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state_id = &"sit"
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next_state_id = &"idle"
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animation_name = "Cat_Sit"
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[node name="PatrolState" type="Node" parent="StateMachine" index="2" unique_id=1861645340]
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script = ExtResource("3_0jm3k")
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state_id = &"patrol"
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next_state_id = &"idle"
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@@ -28,7 +43,7 @@ exit_on_action_finished = true
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[node name="Cat_rig" parent="." index="3" unique_id=1332997618 instance=ExtResource("2_rohxe")]
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[node name="Skeleton3D" parent="Cat_rig/Rig_Cat" parent_id_path=PackedInt32Array(1332997618, 1292226211) index="0" unique_id=807490174]
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[node name="Skeleton3D" parent="Cat_rig/Rig_Cat" parent_id_path=PackedInt32Array(1332997618, 656824407) index="0" unique_id=1952223098]
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bones/1/position = Vector3(1.6719584e-08, 0.23547882, 0.34218493)
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bones/1/rotation = Quaternion(0.12769094, -0.6954821, -0.12769029, 0.69548184)
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bones/2/rotation = Quaternion(-1.5819447e-07, -1.9079575e-07, -0.5904159, 0.8070992)
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40
core/ai/framework/sit_state.gd
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40
core/ai/framework/sit_state.gd
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@@ -0,0 +1,40 @@
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extends State
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class_name SitState
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var reverse: bool = false
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func enter() -> void:
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reverse = false
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super.enter()
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if agent.anim_player and not agent.anim_player.animation_finished.is_connected(_on_animation_finished):
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agent.anim_player.animation_finished.connect(_on_animation_finished)
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if runtime_timer and not runtime_timer.is_stopped():
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runtime_timer.stop()
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run_animation()
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func exit() -> void:
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super.exit()
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if agent.anim_player and agent.anim_player.animation_finished.is_connected(_on_animation_finished):
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agent.anim_player.animation_finished.disconnect(_on_animation_finished)
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func _on_animation_finished(anim_name: StringName) -> void:
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if animation_name == anim_name:
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if not reverse:
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if min_wait_time > 0:
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var wait_time := randf_range(min_wait_time, max_wait_time)
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runtime_timer.start(wait_time)
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else:
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_on_timer_timeout()
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else:
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transitioned.emit(self, get_next_state())
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func _on_timer_timeout() -> void:
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reverse = true
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if agent.anim_player and agent.anim_player.has_animation(animation_name):
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agent.anim_player.play_backwards(animation_name, blend_time)
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else:
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transitioned.emit(self, get_next_state())
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1
core/ai/framework/sit_state.gd.uid
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1
core/ai/framework/sit_state.gd.uid
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@@ -0,0 +1 @@
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uid://dty1p02kqviwf
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